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Suci Wahyunia; Herti Yani; Beny Beny; Xaverius Sika; Ahmad Husein

Prosiding Seminar Nasional Ilmu Teknik 2025 Asosiasi Riset Ilmu Teknik Indonesia

Conventional management of sports services often leads to inefficiency and limited public access to experts and facilities. Reliance on manual systems poses a high risk of scheduling conflicts or human error. This study aims to develop the User Interface (UI) and User Experience (UX) design for the Movement and Athletic Talent Hub (MATCH) application as an integrative digital solution. The approach employed is the Design Thinking method, encompassing the stages of empathize, define, ideate, prototype, and testing. The design process resulted in an interactive prototype featuring key functions such as facility booking, trainer search, and a digital payment system. Evaluation was conducted using the System Usability Scale (SUS) method involving target users. The test results yielded an average score of 79.5, categorizing the MATCH application within the Good rating and Acceptable status. These findings indicate that the design is effective in meeting user needs and is viable for further development as a digital sports ecosystem.

Ahmad Nur Rohman; Ahmad Husaein; Irwan Bustami; Herti Yani; Beny Beny +1 more

Prosiding Seminar Nasional Ilmu Teknik 2025 Asosiasi Riset Ilmu Teknik Indonesia

This study aims to design the User Interface (UI) and User Experience (UX) on the VINIX Showcase Website as a personal branding platform and digital Skill Passport for participants of the VINIX Seven Aurum Program using the Design Thinking method. The background of this research is the absence of an integrated digital platform that can systematically and easily document and display participants' skills, projects, certificates, and professional identity. The design process is carried out through five stages of Design Thinking, namely Empathize, Define, Ideate, Prototype, and Test, starting with exploring user needs, formulating problems, developing solution ideas, creating Prototypes, and Usability Testing. The results of the study consist of the UI/UX design of the VINIX Showcase Website, which includes registration and Login features, user Dashboard, Skill Passport, project upload, public Showcase, and automatic CV generation feature. Testing using the Usability Testing method showed that the resulting design has a good level of ease of use and comfort and is acceptable to users. This research is expected to be an effective digital solution in supporting personal branding, skills documentation, and improving the professionalism of VINIX Seven Aurum Program participants.

Shelomitha Shira Sarma; Ahmad Husaein; Xaverius Sika; Herti Yani; Beny Beny

Prosiding Seminar Nasional Ilmu Teknik 2025 Asosiasi Riset Ilmu Teknik Indonesia

The development of information technology has driven digital transformation in various sectors, including the food and beverage (F&B) industry. However, many small to medium-scale F&B businesses still rely on manual ordering systems, resulting in long queues, order recording errors, limited menu information, and suboptimal user experience. This study aims to design the user interface (UI) and user experience (UX) of a web-based Smart Ordering System that provides convenience, efficiency, and comfort in the food ordering process. The research method used is the Design Thinking approach, which includes empathize, define, ideate, prototype, and testing stages. The design process involves user needs analysis, user flow development, wireframe creation, and high-fidelity prototype development using Figma. Usability testing is conducted using the Single Ease Question (SEQ) method to evaluate ease of use and user satisfaction. The results indicate that the proposed UI/UX design provides a clear ordering flow, intuitive interface, and easy-to-understand user experience. Based on the SEQ results, most users experienced no difficulty in using the system, indicating that the design meets usability criteria with a very good category and is suitable for implementation in the F&B industry.

Efansa, Chika; Chika Efansa; Pradita Eko Prasetyo Utomo; Muhammad Razi A

Jurnal Elektronika dan Komputer 2025 STEKOM PRESS

PAMTIRTA Tempino is an institution that provides clean water services in the Tempino area. The process of recording water use and monitoring water turbidity is still done manually, making it prone to recording errors and making it difficult to monitor the water quality distributed to the community. This study aims to design a website-based water turbidity recording and monitoring system by focusing on User Interface (UI) and User Experience (UX) aspects using the Design Thinking method. The research follows five stages of Design Thinking: empathize, define, ideate, prototype, and test. Data collection involves observation and in-depth interviews with PAMTIRTA officers. The results include a design with key features such as digital water meter recording, turbidity monitoring dashboards, and complaint services. The prototype was tested using Maze and the System Usability Scale (SUS), achieving a score of 80.1 and falling into the "Good" category (grade B). These results demonstrate that the UI/UX design effectively provides an easy-to-understand, operationally suitable, and efficient solution for PAMTIRTA Tempino's water recording and turbidity monitoring needs. This design offers a ready-to-implement solution to improve the efficiency, accuracy, and quality of clean water services in the Tempino area.  

Saskia Widya Aini; Winda Ayu Amelia; Hanydhar Rose Manicha; Nisa Dwi Septiyanti; Rizky Basatha

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Rapid advances in Information Technology (IT) in the 21st century have significantly transformed educational practices, particularly in vocational high schools (SMK) specializing in Software Engineering (RPL). Traditional learning media, such as textbooks, static slides, and lectures, often fail to provide an interactive learning experience, limiting students’ engagement and reducing the effectiveness of knowledge retention. To overcome this challenge, this study focuses on developing and validating an interactive quiz application called VOCANETIC, designed as an innovative learning aid for SMK RPL students. The research uses a Research and Development (R&D) approach, emphasizing the stages of product development, expert validation, and feasibility assessment. VOCANETIC is developed using VB.NET in the Microsoft Visual Studio environment, and MySQL is employed for efficient data management and storage. The application features interactive quizzes, real-time feedback, and user-friendly interfaces to enhance student engagement and motivation. Based on evaluation and analysis by expert validators, VOCANETIC meets the “Proper” feasibility criteria, demonstrating usability, interactivity, and educational effectiveness. The results indicate that VOCANETIC is capable of supporting active learning, improving students’ understanding of software engineering concepts, and providing an effective platform for self-assessment and practice. In conclusion, the VOCANETIC application is proven to be a valid, reliable, and practical tool that can be implemented as an interactive learning medium in SMK RPL, offering an innovative approach to facilitate student learning and engagement in the digital era.                                                              

Yunianto, Irdha

Teknik: Jurnal Ilmu Teknik dan Informatika 2025 LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern

Mobile navigation interfaces continue to be plagued by a key usability problem, particularly when widely accepted design traditions fail to address the specific requirements and mental models of local user populations. This research addresses this significant limitation by using a comprehensive user-focused measurement framework to identify and investigate context-dependent navigation problems in mobile applications. The research employed a multi-method qualitative approach, using in-depth questionnaires, semi-structured interviews, and laboratory-based usability testing of 15 participants on an interactive Figma prototype that simulated real-world navigation tasks. Our analysis, step by step, revealed significant navigation issues in the local context, as evidenced by a 73% task-completion rate and an average participant error of 2.8 across the core navigation tasks. The most significant usability issues were ambiguous iconography, inconsistent application of platform design patterns, and insufficient system feedback mechanisms. The results conclusively demonstrate that localized usability testing is not merely beneficial but necessary while creating genuinely good and accessible mobile experiences. The study provides a replicable, practical context-aware evaluation approach and tangible, right-now-applicable design recommendations, such as enhancing icons with descriptive text labels and using instant visual feedback mechanisms. The study provides developers and designers with tangible takeaways for significantly enhancing navigation user experience without sacrificing methodological availability or implementation convenience across different development environments.

Putra, Aleandra; Kristiana, Titin; Putra, Aleandra; Kristiana, Titin

JUISI : Jurnal Ilmiah Sistem Informasi 2025 LPPM Universitas Sains dan Teknologi Komputer

This study aims to evaluate and improve the user interface (UI/UX) design of the e-learning platform at MTsN 33 Jakarta using the User Centered Design (UCD) method. This method is applied to identify user needs and preferences through observation, interviews, and questionnaires, and to generate design solutions focused on comfort and ease of use. The development process begins with the creation of a wireframe (low-fidelity prototype), followed by the creation of a high-fidelity prototype using Figma software. Evaluation is conducted using the System Usability Scale (SUS) to measure the usability of the system, comparing the old system and the new design. The analysis results show that the old design has an average SUS score of 48.71, categorized as "Not Acceptable" with a "Poor" rating, while the new design achieved a score of 82.00, categorized as "Acceptable" with an "Excellent" rating. These findings indicate that the application of UCD successfully improved usability and user experience, contributing significantly to the development of a more intuitive and responsive e-learning system that meets user needs.

Purnamasari, Indah; Ramadhan, Muhammad Dhia; Purnamasari, Indah; Ramadhan, Muhammad Dhia

JUISI : Jurnal Ilmiah Sistem Informasi 2025 LPPM Universitas Sains dan Teknologi Komputer

Website memegang peranan penting dalam menunjang layanan pendidikan, khususnya di era digital. Namun, situs Kahfi Education sebelumnya kurang menarik dan tidak memenuhi kebutuhan pengguna secara efektif, sehingga membatasi keterlibatan pengguna dan akses pembelajaran. Penelitian ini bertujuan untuk melakukan desain ulang User Interface (UI) dan User Experience (UX) website Kahfi Education menggunakan metode Design Thinking untuk menghasilkan desain yang berpusat pada pengguna dan interaktif. Penelitian ini menggunakan pendekatan Design Thinking melalui tahapan Empathize, Define, Ideate, Prototype, dan Testing dengan menggunakan wawancara, observasi, dan kuesioner yang melibatkan 30 responden. Pengujian kegunaan menggunakan System Usability Scale (SUS) untuk mengukur dan membandingkan kegunaan sebelum dan sesudah desain ulang. Hasilnya menunjukkan peningkatan skor SUS yang signifikan dari 53.17 menjadi 80.25, yang menunjukkan peningkatan kegunaan yang sangat baik. Penelitian ini berkontribusi untuk menunjukkan implementasi praktis Design Thinking dalam meningkatkan situs web pendidikan, mendukung pembelajaran daring yang efektif, serta meningkatkan kepuasan pengguna dalam mengakses layanan pendidikan. Implikasi dari penelitian ini dapat diterapkan pada institusi pendidikan lain yang ingin meningkatkan platform digital mereka dengan menggunakan pendekatan desain yang berpusat pada pengguna, sehingga mendukung transformasi digital pendidikan Islam di Indonesia secara lebih optimal. Selain itu, penelitian ini juga memberikan gambaran alur pengguna dan prototipe yang telah diuji untuk mendukung pengembangan platform pendidikan berbasis digital secara berkelanjutan.

Siti Farah Fakhirah

Saturnus: Jurnal Teknologi dan Sistem Informasi 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Advancements in modern information technology continuously require companies to present complex data more effectively, especially within the scope of sales management and business decision-making. Dashboards are essential, interactive tools that enable professionals and managers to make strategic decisions quickly, confidently, and based on accurate data visualization. This study focuses on designing an intuitive and user-centered Sales Monitoring Dashboard UI/UX for One Direction at PT. XYZ by applying the five iterative stages of the Design Thinking method, namely empathize, define, ideate, prototype, and test. Key user needs identified include real-time performance summaries, streamlined navigation flow, informative visual hierarchy, and visuals that remain consistent with corporate identity and brand values. The System Usability Scale (SUS) test involving 19 respondents resulted in an excellent average score of 80.92. These findings demonstrate that the Design Thinking approach effectively produces a user-friendly, consistent, and data-driven dashboard interface that supports timely, accurate, and informed business decisions.

Putie Maharani Basa; Putie Maharani Basa; Nurullah Sururi Afif; Sita Deliana; Salwa Gunawan +3 more

Jurnal Elektronika dan Komputer 2025 STEKOM PRESS

The advancement of information technology has had a profound impact on education, including at the Universitas Bina Sarana Informatika (UBSI), where My Best, an elearning application, was created. With this program, users may participate in a variety of academic tasks, including online attendance, discussions, assessments, assignments, and course materials. But pupils continue to face usability difficulties. The System Usability Scale (SUS) technique is used in this study to assess the usability of the My Best program. The approach included 35 current UBSI students who have been using the My Best software for more than seven semesters. According to the assessment, the average SUS score was 70, which is considered to be rather high but still needs work in terms of interface usability and user-friendliness. As a result, although the My Best app is thought to be helpful in fostering learning, improvements are needed to enhance the whole user experience.

Eni Pudjiarti; Eni Pudjiarti; Siti Faizah

Jurnal Elektronika dan Komputer 2025 STEKOM PRESS

Information systems can be technically defined as a set of interconnected components designed to support decision-making and drive organizational operations. PT Asuransi Takaful Keluarga utilizes an information system in the form of the Takaful eCard mobile application, which facilitates registration and access to outpatient and inpatient insurance services at partner hospitals. Over time, several usability issues have emerged related to the application's user interface (UI) and user experience (UX). To evaluate user satisfaction and comfort levels, usability testing was conducted using the Heuristic Evaluation method. This method assesses UI design flaws based on 10 established usability principles. The evaluation revealed design issues in (H2) question Q6, (H3) question Q7, and (H10) questions Q27 and Q28. These issues are primarily related to the absence of new feature additions, ineffective message dialog boxes, and the lack of a user guidance module. The findings highlight the need for UI/UX improvements to enhance user interaction with the Takaful eCard application.

Pramudiawardani, Shelly; Tegar Asayahanda Firdaus; Perdi Satriama; F Rachmat Kautsar

Jurnal Riset Rumpun Ilmu Teknik 2025 Pusat riset dan Inovasi Nasional

The digitalization of cultural preservation through education is crucial in the digital era. The Betawi Cultural Community, Sanggar Bale Bambu in Depok, West Java, faces challenges in introducing Betawi culture to the public, particularly in the documentation and management of cultural services. Although many studies on cultural digitalization exist, few educational applications directly collaborate with cultural communities and support cultural services. This study aims to design the User Interface (UI) and User Experience (UX) of a mobile application as a learning medium for Betawi culture and cultural services, beginning with user needs identification to minimize development errors. The method used is Design Thinking, which emphasizes empathetic understanding of user needs and produces innovative solutions. The research process includes problem formulation, empathy, ideation, responsive prototyping using Figma, and qualitative Usability Testing. The result is an application Prototype with six main educational features: pencak silat, ondel-ondel, Betawi music, Betawi accessories, lenong, and palang pintu. Testing showed that the application is easy to use, informative, and effective as a digital medium for introducing Betawi culture. Further research can continue with in-depth quantitative Testing, back-end integration, and broader user Testing for additional validation.

Elvan Putra Pratama Ramanovanda; Yoga Putra Pratama

The on-demand economy has transformed consumer expectations, demanding fast, transparent, and efficient services. However, the MSME printing sector in Indonesia is often still hampered by manual processes that cannot meet these demands. This research aims to design and validate an on-demand printing service platform interface that acts as a digital bridge between customer demand and MSME production capacity. Using a User-Centered Design (UCD) methodology, a high-fidelity interactive prototype was designed and validated through usability testing with 20 respondents. The test results demonstrated excellent usability, with an average task completion rate of 93%, an overall relative efficiency of 91.4%, and a user satisfaction score of 88%. These results validate that the platform design focusing on instant ordering flows, real-time price calculation, and a job management dashboard for service providers successfully creates an effective and satisfying user experience. The implication of this research is a validated platform model that can serve as a catalyst for printing MSMEs to adapt to the on-demand economy, increase their competitiveness, and participate in the broader digital ecosystem.

Afandi Afandi; Zainal fatah; Sri Roekminiati; Ika Devy Pramudiana

SOSIAL: Jurnal Ilmiah Pendidikan IPS 2025 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

This study explores the digital transformation of public services through SAMSAT Digital in Lumajang, Indonesia, focusing on the perceptions of the younger generation. The implementation of SAMSAT Digital aims to improve accessibility, efficiency, transparency, and user experience in vehicle administrative services. The research highlights that the success of this digital innovation depends on key factors such as ease of use, data security, and service speed. The integration of advanced features like intuitive interfaces, proactive notifications, AI-powered chatbots, and flexible digital payments significantly enhance user satisfaction and adoption, especially among tech-savvy youths. Challenges such as limited digital literacy and infrastructural issues require continuous education and infrastructure improvements. Overall, the findings demonstrate that effective digital service innovation, supported by a strong commitment to security, usability, and infrastructural development, can foster more effective, transparent, and inclusive public services, contributing to better quality of life and modern governance.

Uche Okoro; Tunde Segun Alabi

Proceeding of the International Conference on Art, Design, and Visual Communication 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

This study explores the aesthetic experience and user perception resulting from the use of minimalism in contemporary web design. As minimalism continues to shape modern digital aesthetics, understanding how users emotionally and cognitively engage with minimalist interfaces becomes increasingly relevant. The research aims to identify how visual simplicity, functional clarity, and negative space contribute to user satisfaction and usability. Employing a mixed-method approach, including user testing and surveys with a sample of 60 participants, this study evaluates responses to minimalist and non-minimalist website prototypes. The findings reveal that minimalist design enhances perceived elegance and ease of navigation, while also increasing the sense of trust and professionalism. However, the absence of visual cues can challenge some users in completing complex tasks. These insights highlight the importance of balancing visual simplicity with user guidance to optimize user experience. This research contributes to the evolving discourse on digital aesthetics and provides practical implications for designers seeking to integrate minimalist principles without compromising functionality.

Ainurrizah Ainurrizah; Wahyu Wijaya Widiyanto

International Journal of Health and Medicine 2025 Asosiasi Riset Ilmu Kesehatan Indonesia

The implementation of Electronic Medical Records (EMR) in outpatient services aims to improve the efficiency, accuracy, and accessibility of clinical information. However, the effectiveness of such systems is highly dependent on user satisfaction. This study evaluated the satisfaction of health personnel using outpatient EMR at Sultan Fatah Regional Hospital, Indonesia, by employing the End User Computing Satisfaction (EUCS) model. The research addressed issues related to incomplete data, low system responsiveness, and interface usability that may affect the quality of service delivery. A qualitative descriptive method was used, involving in-depth interviews, direct observations, and document analysis from 21 informants selected purposively across multiple service units. The EUCS dimensions—content, accuracy, format, ease of use, and timeliness—were used to assess user experience. The findings indicate that users encountered problems such as incomplete patient data and duplicate records (accuracy), non-intuitive interfaces (format and ease of use), and delays in accessing medical information (timeliness). Observations and documentation review further revealed a reliance on manual backups and inconsistencies between digital and physical records. Overall, the study highlights the need for better data integration, enhanced user training, interface redesign, and system infrastructure upgrades to ensure real-time and comprehensive EMR usage. The study concludes that addressing technical and human factors through the EUCS model can enhance user satisfaction and system utilization in outpatient healthcare settings.

Hakim, Muhammad Sulthanul; afifah, afifah trista ayunda

ISAINTEK: Jurnal Informasi, Sains dan Teknologi 2025 Politeknik Negeri FakFak

. Instagram is a social media platform that allows users to share various photos, videos, and messages online. In the digital era, communication through social media has become a means for users to interact. The Direct Message (DM) feature on Instagram plays an important role in facilitating communication. However, based on observations and questionnaire results, users reported that the interface and user experience of this feature are less than optimal, particularly regarding feature functionality, less efficient message management, and difficulties in marking important messages. Based on these issues, this study focuses on understanding user needs to improve the DM feature. Instagram DM serves as an interface that delivers information to users. The purpose of this research is to increase efficiency, create a more interactive user experience, and enhance user satisfaction when using the Direct Message feature on Instagram. This study adopts the User-Centered Design (UCD) method for a design development process oriented to user needs, involving four stages: user analysis, solution analysis, design, and testing. Prototype design testing uses the System Usability Scale (SUS) method to measure system usability. The SUS test results from 37 respondents yielded a score of 71%, indicating a good level of usability and acceptance by users.  

Fatwa Aulia; Nouval Khairi; M. Khalil Gibran

Jurnal Kendali Teknik dan Sains 2025 International Forum of Researchers and Lecturers

The continuous evolution of technology has significantly transformed the way humans interact with computers, moving beyond traditional keyboard and mouse inputs toward more natural and adaptive interfaces. This literature review examines the current and emerging trends in user interface (UI) development within the context of Human-Computer Interaction (HCI), with a specific focus on future-oriented innovations. Key areas of discussion include voice-user interfaces (VUIs), gesture-based interaction systems, adaptive and context-aware UIs, artificial intelligence (AI) integration, and neuroadaptive technologies. The study employs a qualitative analysis method, drawing upon scholarly publications from 2020 to 2025 and emphasizing the contributions of researchers from Universitas Islam Negeri Sumatera Utara, particularly M. Khalil Gibran. These technologies are assessed for their usability, accessibility, efficiency, and their ability to enhance user satisfaction through personalization and contextual awareness. Results from reviewed studies suggest that adaptive and AI-driven UIs are becoming essential in delivering personalized user experiences

Zulia Lestari Nasution; Alfin Gimnastiar; Muhammad Wahyu Ramadhan; Rizky Abdillah

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Designing a user interface (UI) requires a deep understanding of how users think and interact with systems. This study explores the psychological and physiological aspects that influence user interaction with UI, such as perception, cognitive load, reaction time, and ergonomic factors. Through literature analysis and UI usability testing, this paper identifies design principles that enhance user experience by aligning interface structures with human capabilities. The results show that interfaces built with attention to psychological factors like user memory and attention span, as well as physiological aspects such as eye movement and hand positioning, significantly improve user satisfaction and efficiency.

Handika Wahyu Jatmiko; Yudi Wibowo; Arif Yulianto

Jurnal Riset Rumpun Seni, Desain dan Media 2025 Pusat Riset dan Inovasi Nasional

Indonesia is predicted to have the threat of demographic bonus while also having the opportunity to take advantage of this threat through the Prakerja program. Since 2020 the Prakerja program has been running and there are still many numerical achievements that need to be realized to avoid the threat of demographic bonus and in line with the vision of Indonesia emas 2025. PT Generasi Anak Muda Berkarya with HiColleagues brand is a startup moving in the field of Education Technology and IT Service in sustainable digital transformation that is committed to realizing the vision of Indonesia emas 2045 through implementation of the Prakerja program. Learning Management System (LMS) platform according to the Prakerja standard is a mandatory requirement that the training institution must have to become the Prakerja partner. This research aims to produce the Learning Management System (LMS) prototype design according to the Prakerja standard, giving a good experience to participants in completing a series of training class mechanisms, support the participant graduation ratio, and increase brand positioning of HiColleagues as the Prakerja partner. Designing a Learning Management System (LMS) prototype applies the Design Thinking method through the 5 phases, namely Empathize, Define, Ideate, Prototype, & Test. As well as using Figma as a design tool and Maze as a Usability Testing. This Learning Management System (LMS) prototype design succeeded in getting good feedback from users with 100% succession rate although there are minor improvisations on the user interface as a form of alignment.